Taken down and constructed again in the same batch, the client dropped the
construction of the object it hadn't deleted yet, and most models
disappeared. The construction now follows a second later.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Constructed right after NotifyClientUGCModelReady, the flush the client does
on its load thread could land after the new object had loaded its mesh, and
most models disappeared. The model is now constructed again 1.5 seconds
later.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
NotifyClientUGCModelReady only flushes the client's cached NIF, HKX and
LXFML and loads them again as preloads (0x00ca6430): an object already
drawn keeps its mesh, so the switch to the served mesh after a property
load (and a model made again) changed nothing on screen. Now each player
also has the model taken down and constructed again: the new object loads
the NIF, whose cached checksum is the served one (sent first), and the HKX,
whose checksum is still the one the client built, so it keeps collision.
Only models shown to that player are constructed again. Each switch is
logged.
Also corrects the address of the client's brushed steel texture
registration in the docs: 0x00467090 (RegisterBrushedSteelTextures) in
the 1.10.64 client.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
color_brightness (percent, default 100: unchanged) scales the models' vertex
colors, not the icons', for servers where the made models look brighter than
they should. transparent_colors names color ids drawn transparent whatever
Materials.xml says: 129 (Tr. Bright Bluish Violet with Glitter) has alpha
255 there, so it came out opaque; a named color gets transparent_opacity.
Both default to off, so models come out byte for byte as before.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
With ugc_manifest_models the world left made models out of the LXFML it
sends when a property loads, so the client never built them and had no HKX:
the UGC server makes no physics, and the HKX request got a 404, so served
models had no collision.
Now every model's LXFML is sent and the client builds each one (NIF and
HKX). For the models whose mesh the UGC server made, once the client has
loaded and 3 seconds after, the world sends it the served NIF's checksum and
NotifyClientUGCModelReady: the client drops what it cached for the model and
asks again, downloads the served mesh (its own NIF no longer matches) and
keeps its own HKX (still matching). An HKX request is answered with the LXFML
too, followed by the same switch, at most 3 times per client and model.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
The client's Materials.xml has no brushedSteel or matteSteel colors, so the
Brushed Steel shader (mapShaders 89) was never used. brushed_colors names
color ids to draw with it whatever their type (e.g. the drum lacquered
298, 300, 1002, 1004); a named color wins over the metal and glow colors.
Empty by default. The docs note that the client registers the brushed
reflection and noise textures itself (0x00453730), so the .nif needs none.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Player models are multishader (RenderComponent shader 100): the client
wraps each NiLODNode and draws it with the mapShaders id in its name.
With shader_metal, shader_brushed or shader_glow set, the opaque bricks
are split by look into S<id>_Metal_Model, S<id>_Brushed_Model and
S<id>_Glow_Model beside S01_Opaque_Model and S01_Alpha_Model, each with
every LOD level. Metal is LU Toolbox's metallic colors plus Materials.xml
types (shinySteel; brushedSteel and matteSteel for brushed), glow its
glow colors. Glow shapes get an emissive material (glow_emissive) and
their plain color, not the baked one. Transparent glow stays in S01_Alpha.
All off by default, which writes the same bytes as before (tested). Not
how live looked; models already made change only when made again.
The icon renderer reads the groups back by tag and draws glow at its
plain color and metal with a tinted reflection and highlight.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
The earlier finding that the client ignores the UGCSERVER* lines of its
boot.cfg was wrong: the test clients' boot.cfg had a line without its
trailing comma, so the client rejected the whole file and used its
defaults. Documents the boot.cfg a server owner needs, what the client
does with a placed model's files (checked in the client) and what the
worlds now send.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
The client's 128x128 UI icons are almost all DXT5 without mipmaps, with
header flags caps|height|width|pixel format|linear size (0x81007) and
caps 0x1000. The UGC server's icon.dds is now written the same way
instead of as uncompressed 32-bit BGRA with a pitch.
The BC3 encoder fits each block's colour endpoints along the principal
axis of its visible pixels (transparent ones are never seen), refines
them by least squares, and stores alpha with the block's own range.
Tests check the header against the client's format and decode the
result back.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
With UGCUSE3DSERVICES=7:0 (the client's default) the client asks its world for
a blueprint file's MD5 and size (REQUEST_UGC_MANIFEST_INFO, world 27) and then
downloads BrickModels/UserMade/<id % 1000>/<id>.<ext>.sd0. Layouts checked in
the 1.10.64 client: the request is a u64 blueprint id and a u8 resource type;
the answer (UGC_MANIFEST_RESPONSE, client 60) repeats them and adds a u8 valid,
the u32 size and the 16 byte MD5 of the inflated file, 37 bytes after the 0x53
exactly or the client drops it.
- dNet: WorldPackets::RequestUgcManifestInfo, ClientPackets::UgcManifestResponse
(eUgcResourceType), with byte tests against the client's layouts.
- Database: ugc_file_checksums (per model or module combination and file) and
ugc_modular_build.combination_id (migrations 89 / 72), GetUgcFileChecksum
looks a blueprint up as a model, else as a build through its combination.
- UGC server: every download is also written as .sd0 (Sd0::Compress); workers
hand the checksums back and the main thread stores them; old items get their
sd0 icon and checksum, and builds their combination id, once at start-up, a
few per tick; serves <dir>/BrickModels/UserMade/<bucket>/<id>.<ext>.sd0 under
client_path, /<folder>/UserBrickModels and the root (.hkx 404).
- World: UgcManifest answers on the main thread with one indexed query per
request; files not made yet are answered when they are (looked at again
every 5 seconds), and a model in its quiet period is made right away. No
worker threads, HTTP or file reads in the world.
Off by default (ugc_manifest=0): checked in game, the client then downloads
from http://127.0.0.1:80/lwoclient/UserBrickModels/ whatever its boot.cfg says
and logs the player out when it can't connect, so icons need the UGC server on
port 80 of each player's machine. docs/UgcServer.md has the details.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
The UGC server reads brickdb.zip and brickprimitives through DLU's
AssetManager (loose files first, then the client's packs, as the game
does), so packed clients and bricks added to a client work. It falls
back to loose files under res/ as before.
In the LU Toolbox palette (the default), a colour LU Toolbox doesn't
know but the client's Materials.xml has, such as one added to the brick
database, is drawn in its Materials.xml colour instead of black. Ids
neither knows stay LU Toolbox's black.
The dashboard's 3D viewers get the brick colours from the client's
Materials.xml (/api/bricks/materials.js) instead of a hardcoded copy, so
added colours show there too.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
A model with no bricks has nothing to make: it gets its own state
(is_optimized = 3), isn't counted as a failure or retried, shows as Empty
on the UGC page (with its own filter and count), in the status and in
Prometheus, and its downloads answer 404 like HKX. State names come from
the enum (magic_enum). Migrations dlu/mysql/87 and dlu/sqlite/70 move the
rows that failed only because they had no bricks.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
The icon was rendered from a second mesh built only for it (the icon
renderer's color corrections, no variation, occlusion worked out again). It
is now drawn from the .nif just made, read back with NifFile at LOD 0, so it
shows exactly what the game shows: the color variation, the removed faces and
the lighting baked into the vertex colors (so it adds no occlusion of its
own). icon_correct_colors and icon_color_variation are gone; the camera and
light settings stay. Cars and rockets are drawn as before.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
A step by step table of LU Toolbox's pipeline against the UGC server's, the
new settings and their defaults, the measured effect of max_cpu_percent and
max_memory_mb, and the dashboard's gallery, viewer and internal address.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Counts, a paged list and failures of what the UGC server made of players'
models and modular builds, making one, the failed ones or everything again
(new ugc_manage permission), the UGC server's live status and icons from
ugc_public_url, and a 3D view of a model's LXFML. The UGC settings are in the
settings catalog.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
A new server (dUgcServer, started by master with enable_ugc_server=1) that
takes unprocessed ugc and ugc_modular_build rows from the database and makes
what the client downloads with UGCUSE3DSERVICES: an optimized NIF (hidden
faces removed, ambient occlusion baked into vertex colors) and a 128px DDS
icon for player models, rendered by a software rasterizer from the client's
LDD brick primitives, and icons for cars and rockets assembled from their
modules per ModularBuildComponent/ModuleComponent. It serves them, with the
models' LXFML, over HTTP in the client's UGCC<dc>/3DOPTIMIZED and
IMAGE128DDS layout with .gz and .checksum files, and keeps its folder under
a size cap.
Processing state lives in ugc.is_optimized plus new processed_at,
process_attempts and process_error columns (and the same on
ugc_modular_build). ServiceType::UGC is appended. NifFile moves to dCommon
and records named node transforms for the modules' attach points.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>